Orientation free user interface

ABSTRACT

A dynamically orientable graphical user interface (GUI) can include user input controls that are configured to receive user input. The GUI can be displayed as a band around a perimeter of a horizontally oriented interactive display surface. The user input can be received directly from the orientable GUI in the form of finger movement detected by the interactive display surface and the reorientation of the GUI can be controlled according to the laws of physics, based on the user input.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No. 11/321,551 filed on Dec. 29, 2005 and entitled “ORIENTATION FREE USER INTERFACE,” which application is hereby expressly incorporated herein in its entirety.

BACKGROUND

The utility of computer systems can be enhanced by providing better user interfaces. User interfaces for computers systems have evolved significantly since the personal computer (PC) first became widely available. Early PCs used rather primitive user input devices, such as the serial mouse, and only provided a monochrome display. However, the vast improvement in microprocessors, available memory, and programming functionality have all contributed to the advancement of user interface design and the development of user friendly graphic operating systems and hardware.

One particular area of advancement in user interface technology pertains to an interactive display system. Such systems usually include an enclosure, a display surface, various image projection and user input detection equipment, and a computer. An interactive display system can include or be coupled to a general purpose computing device. A significant advantage of the interactive display system is that it enables user interaction directly with a display surface. A user can provide input to this type of system by directly touching the interactive display surface with one or more fingers, or by making a gesture just above the interactive display surface. However, interactive display systems can suffer certain limitations and disadvantages if constrained to implement a graphical user interface (GUI) like that employed by applications designed to be executed on conventional personal computers (PCs). For example, a user of an interactive display system can interact with a horizontal display surface from any side. By its nature, a horizontal interactive display surface is not like a conventional vertical display that has a “top” and “bottom” and is intended to be viewed by a person sitting in front of the conventional display. In contrast to a conventional vertically oriented display, users who are disposed on opposite sides of an interactive display will clearly prefer a graphical user interface that is oriented relative to the user, in order to have a similar user experience. Thus, the graphical user interface that is oriented appropriate for the user on one side of the horizontal interactive display surface will appear inverted to the user on the other side of the interactive display surface, and vice versa. Therefore there is presently motivation for developing solutions to these and other limitations of the prior art that interfere with the user's enjoyment of a generally horizontal interactive display surface. It would be clearly be preferable to provide a dynamic orientation free user interface, for use with applications executed on interactive display systems.

SUMMARY

Various implementations are discussed below that enable the generation and display of a user interface having dynamically orientable user input controls. In particular, the user interface can be displayed on an interactive display through a computer implemented method so that the user interface is appropriately oriented to be viewed by users disposed at different positions around a periphery of the interactive display. Further details of an exemplary implementation are presented below. This implementation includes the step of selecting a portion of a main graphical user interface (GUI). An independent and dynamically orientable GUI is then generated within the portion that was selected. In this implementation, the dynamically orientable GUI can provide one or more user input controls, which are enabled to be oriented within the selected portion of the orientable GUI based on input provided by a user. This user input can be provided by the user interacting with the orientable GUI provided on the interactive display.

This Summary has been provided to introduce a few concepts in a simplified form that are further described in detail below in the Description. However, this Summary is not intended to identify key or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.

DRAWINGS

Various aspects and attendant advantages of one or more exemplary embodiments and modifications thereto will become more readily appreciated as the same becomes better understood by reference to the following detailed description, when taken in conjunction with the accompanying drawings, wherein:

FIG. 1 is a functional block diagram of a generally conventional computing device or personal computer (PC) that is suitable for use with an interactive display surface in practicing the present technique for dynamically orienting a user interface presented on the interactive display surface;

FIG. 2 is a cross-sectional view illustrating internal components of one exemplary embodiment having an interactive display surface at the top of an interactive display table that includes an integral PC;

FIG. 3 is an isometric view of an exemplary embodiment in which the interactive display table is connected to an external PC;

FIG. 4 is a flow diagram illustrating the steps of an exemplary method for configuring a user interface with dynamically orientable user input controls;

FIG. 5 is a flow diagram illustrating the steps of an exemplary method for configuring a user interface with dynamically orientable user input controls in response to a user input;

FIG. 6A is a schematic top view of an interactive display surface that includes a dynamically orientable user interface;

FIG. 6B is a schematic top view of an interactive display surface that includes a dynamically orientable user interface, showing how a user interface illustrated in FIG. 6A has been reoriented for interaction by a user at a different side of the interactive display surface;

FIG. 7A is a schematic top view of an interactive display surface that includes a dynamically orientable user interface; and

FIG. 7B is a schematic top view of an interactive display surface illustrating the dynamically orientable user interface of FIG. 7A, after the user interface has been reoriented.

DESCRIPTION

Figures and Disclosed Embodiments Are Not Limiting

Exemplary embodiments are illustrated in referenced Figures of the drawings. It is intended that the embodiments and Figures disclosed herein are to be considered illustrative rather than restrictive. Furthermore, in the claims that follow, when a list of alternatives uses the conjunctive “and” following the phrase “at least one of” or following the phrase “one of,” the intended meaning of “and” corresponds to the conjunctive “or.”

Exemplary Computing System

FIG. 1 is a functional block diagram of an exemplary computing system and/or computer server for serving digital media to the computing device of connected clients, such as an interactive display table or a similar computing system.

The following discussion is intended to provide a brief, general description of a suitable computing environment in which certain methods may be implemented. Further, the following discussion illustrates a context for implementing computer-executable instructions, such as program modules, with a computing system. Generally, program modules include routines, programs, objects, components, data structures, etc., that perform particular tasks or implement particular abstract data types. The skilled practitioner will recognize that other computing system configurations may be applied, including multiprocessor systems, mainframe computers, personal computers, processor-controlled consumer electronics, personal digital assistants (PDAs) (but likely not when used as a server of digital media content), and the like. One implementation includes distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices.

With reference to FIG. 1, an exemplary system suitable for implementing various methods is depicted. The system includes a general purpose computing device in the form of a conventional personal computer (PC) 20, provided with a processing unit 21, a system memory 22, and a system bus 23. The system bus couples various system components including the system memory to processing unit 21 and may be any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. The system memory includes read only memory (ROM) 24 and random access memory (RAM) 25.

A basic input/output system 26 (BIOS), which contains the fundamental routines that enable transfer of information between elements within the PC 20, such as during system start up, is stored in ROM 24. PC 20 further includes a hard disk drive 27 for reading from and writing to a hard disk (not shown), a magnetic disk drive 28 for reading from or writing to a removable magnetic disk 29, and an optical disk drive 30 for reading from or writing to a removable optical disk 31, such as a compact disk-read only memory (CD-ROM) or other optical media. Hard disk drive 27, magnetic disk drive 28, and optical disk drive 30 are connected to system bus 23 by a hard disk drive interface 32, a magnetic disk drive interface 33, and an optical disk drive interface 34, respectively. The drives and their associated computer readable media provide nonvolatile storage of computer readable machine instructions, data structures, program modules, and other data for PC 20. Although the described exemplary environment employs a hard disk 27, removable magnetic disk 29, and removable optical disk 31, those skilled in the art will recognize that other types of computer readable media, which can store data and machine instructions that are accessible by a computer, such as magnetic cassettes, flash memory cards, digital video disks (DVDs), Bernoulli cartridges, RAMs, ROMs, and the like, may also be used.

A number of program modules may be stored on the hard disk 27, magnetic disk 29, optical disk 31, ROM 24, or RAM 25, including an operating system 35, one or more application programs 36, other program modules 37, and program data 38. A user may enter commands and information in PC 20 and provide control input through input devices, such as a keyboard 40 and a pointing device 42. Pointing device 42 may include a mouse, stylus, wireless remote control, or other pointer, but in connection with the presently described embodiments, such conventional pointing devices may be omitted, since the user can employ an interactive display system for input and control. As used in this description, the term “mouse” is intended to encompass any pointing device that is useful for controlling the position of a cursor on the screen. Other input devices (not shown) may include a microphone, joystick, haptic joystick, yoke, foot pedals, game pad, satellite dish, scanner, or the like. Also, PC 20 may include a Bluetooth radio or other wireless interface for communication with other interface devices, such as printers, or the interactive display table described in detail below. These and other input/output (I/O) devices can be connected to processing unit 21 through an I/O interface 46 that is coupled to system bus 23. The phrase “I/O interface” is intended to encompass each interface specifically used for a serial port, a parallel port, a game port, a keyboard port, and/or a universal serial bus (USB). System bus 23 can also be connected to a camera interface (not shown), which is coupled to an interactive display 60 in order to receive signals from a digital video camera that is included within interactive display 60, as discussed in greater detail below. The digital video camera may be instead coupled to an appropriate serial I/O port, such as to a USB port. System bus 23 can also be connected through I/O interface 46 or another interface, to a light source within an interactive display in order to provide control signals to the light source, as discussed in greater detail below. Furthermore, system bus 23 can also be connected through I/O interface 46 or another interface to a light detector within an interactive display system in order to receive user input. Optionally, a monitor 47 can be connected to system bus 23 via an appropriate interface, such as a video adapter 48; however, the monitor will likely be omitted, since the interactive display system described below can provide a much richer display and also interact with the user for input of information and control of software applications and is therefore preferably coupled to the video adaptor. In general, PCs can also be coupled to other peripheral output devices (not shown), such as speakers (through a sound card or other audio interface—not shown) and printers.

Certain methods described in detail below, can be practiced on a single machine, although PC 20 can also operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 49. Remote computer 49 can be another PC, a server (which can be configured much like PC 20), a router, a network PC, a peer device, or a satellite or other common network node, (none of which are shown) and typically includes many or all of the elements described above in connection with PC 20, although only an external memory storage device 50 has been illustrated in FIG. 1. The logical connections depicted in FIG. 1 include a local area network (LAN) 51 and a wide area network (WAN) 52. Such networking environments are common in offices, enterprise-wide computer networks, intranets, and the Internet.

When used in a LAN networking environment, PC 20 is connected to LAN 51 through a network interface or adapter 53. When used in a WAN networking environment, PC 20 typically includes a modem 54, or other means such as a cable modem, Digital Subscriber Line (DSL) interface, or an Integrated Service Digital Network (ISDN) interface for establishing communications over WAN 52, such as the Internet. Modem 54, which may be internal or external, is connected to the system bus 23 or coupled to the bus via I/O device interface 46, i.e., through a serial port. In a networked environment, program modules, or portions thereof, used by PC 20 may be stored in the remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between the computers may be used, such as wireless communication and wide band network links.

Exemplary Interactive Surface

In FIG. 2, an exemplary interactive display table 60 is shown that includes PC 20 within a frame 62 and which serves as both an optical input and video display device for the computer. The depicted embodiment is a cut-away figure of one implementation of interactive display table 60. In the embodiment shown in FIG. 2, rays of light 82 a-82 c used for displaying text and graphic images are illustrated using dotted lines, while rays of infrared (IR) light used for sensing objects on or just above an interactive display surface 64 of interactive display table 60 are illustrated using dashed lines. The perimeter of the table surface is useful for supporting a user's arms or other objects, including objects that may be used to interact with the graphic images or virtual environment being displayed on interactive display surface 64.

Light source 66 can comprise any of a variety of light emitting devices, such as a light emitting diode (LED), laser diode, and other suitable light sources that can be driven to scan in two orthogonal dimensions, i.e., in the X and Y directions. A scanning mechanism can be used with light source 66 and for each of the other light sources discussed below such as a rotating mirror, a galvanometer mirror, or other well known scanning mechanisms commonly used for producing a raster scan of a surface with a light beam. In general, light source 66 is configured for emitting light having a wavelength in the infrared (IR) spectrum, which is therefore not visible to the human eye. However, any wavelength of light can be used that is invisible to the human eye, so as to avoid interfering with the display of visible images provided on interactive display surface 64. Light source 66 can be mounted in any position on the interior side of frame 62, depending on the particular light source used. The light that is produced by light source 66 is directed upwardly toward the underside of interactive display surface 64, as indicated by dashed lines 78 a, 78 b, and 78 c. Light emitted from light source 66 is reflected from any objects that are on or adjacent to interactive display surface 64 after passing through a translucent layer 64 a of the table, comprising a sheet of vellum or other suitable translucent material with light diffusing properties.

As used in the description and claims that follow, the term “proximate to” is used with the intent that this phrase encompass both an object that is either touching the interactive display surface or is separated from the interactive display surface by short distance, e.g., by up to 3 centimeters or more, depending on factors such as the reflectivity of the object. Although only one light source 66 is shown, it will be appreciated that a plurality of such light sources may be mounted at spaced-apart locations around the interior sides of frame 62 to provide an even illumination of the interactive display surface. The light produced by light source 66 may either exit through the table surface without illuminating any objects, as indicated by dash line 78 a; illuminate objects on the table surface, as indicated by dash line 78 b; and/or illuminate objects a short distance above (i.e., proximate to) the interactive display surface but not touching it, as indicated by dash line 78 c.

Objects above interactive display surface 64 include a “touch” object 76 a that rests “on” or at least partially touches the display surface, and a “hover” object 76 b that is close to, but not in actual contact with the interactive display surface. Thus, both touch and hover objects can be “adjacent to” the display surface, as that term is used in the following description. As a result of using translucent layer 64 a under the interactive display surface to diffuse light passing through the interactive display surface, as an object approaches the top of interactive display surface 64, the amount of IR light that is reflected by the object increases to a maximum level when the object is actually in contact with the display surface.

As illustrated in FIG. 2, a light detector 68 is mounted to frame 62 below interactive display surface 64, in a position appropriate to detect IR light that is reflected from a “touch” object or “hover” object disposed above (i.e., adjacent to) the interactive display surface. In general, light detector 68 can be any light detection device suitable for detecting light reflected from objects on or adjacent to interactive display surface 64. For example, light detector 68 can be an area CMOS or area charged coupled device (CCD) sensor. While the implementation shown in FIG. 2 depicts one light detector 68, a plurality of light detectors 68 can be employed within interactive display 60. Light detector 68 can be equipped with an IR pass filter 86 a that transmits only IR light and blocks ambient visible light traveling through interactive display surface 64 along dotted line 84 a. In this implementation, a baffle 79 is disposed between scanning light source 66 and the light detector 68 to prevent IR light that is directly emitted from scanning light source 66 from entering light detector 68, since it is preferable that light detector 68 produce an output signal that is only responsive to IR light reflected from objects that are adjacent to interactive display surface 64. It will be apparent that light detector 68 will also respond to any IR light included in the ambient light that passes through interactive display surface 64 from above and into the interior of the interactive display, including ambient IR light that also travels along the path indicated by dotted line 84 a.

IR light reflected from objects on or above the table surface may be: (a) reflected back through translucent layer 64 a, through IR pass filter 86 a and into light detector 68, as indicated by dash lines 80 a and 80 b; or, (b) reflected or absorbed by other interior surfaces within the interactive display 60 without entering light detector 68, as indicated by dash line 80 c.

Translucent layer 64 a diffuses both incident and reflected IR light. Thus, as explained above, “hover” objects such as hover object 76 b that are closer to interactive display surface 64 will reflect more IR light back to light detector 68 than objects of the same reflectivity that are farther away from the display surface. Light detector 68 senses the IR light reflected from “touch” and “hover” objects within its operating field and produces a detection signal corresponding to the reflected IR light that it receives. This detection signal is input to PC 20 for processing to determine a location of each such object, and optionally, other parameters, such as the size, orientation, shape, and trajectory of the object. It should be noted that a portion of an object, such as a user's forearm, may be above the table while another portion, such as the user's finger, is in contact with the display surface. In addition, other parameters associated with an object may be detected. For example, an object may include an IR light reflective pattern or coded identifier, such as a bar code, on its bottom surface that is specific to that object or to a class of related objects of which that object is a member. Accordingly, the detection signal from one or more light detectors 68 can also be used for detecting each such specific object, as well as determining other parameters of the object or associated with the object, in response to the IR light reflected from the object and/or from a reflective pattern.

Embodiments are thus operable to recognize an object and/or its position relative to the interactive display surface 64, as well as other information, by detecting its identifying characteristics using the reflected IR light from the object. Details of the logical steps implemented to thus detect and identify an object, its orientation, and other parameters are explained in the commonly-assigned patent applications, including application Ser. No. 10/814,577 entitled “Identification Of Object On Interactive Display Surface By Identifying Coded Pattern,” and application Ser. No. 10/814,761 entitled “Determining Connectedness And Offset Of 3D Objects Relative To An Interactive Surface,” both of which were filed on Mar. 31, 2004. The disclosure and drawings of these two patent applications are hereby specifically incorporated herein by reference (as background information), but are not viewed as essential to enabling the novel approach claimed below.

PC 20 may be integral to interactive display table 60, as shown in the embodiment of FIG. 2, or alternatively, may be external to the interactive display table, as shown in the embodiment of FIG. 3. In FIG. 3, an interactive display table 60′ is connected through a data cable 63 to an external PC 20 (which includes optional monitor 47, as mentioned above). Alternatively, external PC 20 can be connected to interactive display table 60′ via a wireless link (i.e., WiFi or other appropriate radio signal link). As also shown in this Figure, a set of orthogonal X and Y axes are associated with interactive display surface 64, as well as an origin indicated by “0.” An exemplary projected image 390 is also illustrated as the word “IMAGE” on display surface 64. While not discretely shown, it will be appreciated that a plurality of coordinate locations along each orthogonal axis can be employed to specify any location on interactive display surface 64.

If an interactive display table 60′ is connected to an external PC 20 (as in FIG. 3) or to some other type of external computing device, such as a set top box, video game, laptop computer, or media computer (not shown), then interactive display table 60′ comprises an input/output device. Power for interactive display table 60′ is provided through a power lead 61, which is coupled to a conventional alternating current (AC) source (not shown). Data cable 63, which connects to interactive display table 60′, can be coupled to a USB 2.0 port, an Institute of Electrical and Electronics Engineers (IEEE) 1394 (or Firewire) port, or an Ethernet port on PC 20. It is also contemplated that as the speed of wireless connections continues to improve, interactive display table 60′ might also be connected to a computing device, such as PC 20 via such a high speed wireless connection, or via some other appropriate wired or wireless data communication link. Whether included internally as an integral part of the interactive display system, or externally, PC 20 executes algorithms for processing the digital images from digital video camera 68 and executes software applications that are designed to employ the more intuitive user interface functionality of the interactive display table to good advantage, as well as executing other software applications that are not specifically designed to make use of such functionality, but can still make good use of the input and output capability of the interactive display table. As yet a further alternative, the interactive display system can be coupled to an external computing device, but include an internal computing device for doing image processing and other tasks that would then not be done by the external PC.

An important and powerful feature of interactive display table 60 or 60′ (i.e., of either of the embodiments of the interactive display table discussed above) is its ability to display graphic images or a virtual environment for games or other software applications and to enable a user interaction with the graphic image or virtual environment visible on interactive display surface 64, by identifying objects (or characteristics thereof) that are resting atop the display surface, such as an object 76 a, or that are hovering just above it, such as an object 76 b.

Again referring to FIG. 2, interactive display table 60 can include a video projector 70 that is used to display graphic images, a virtual environment, or text information on interactive display surface 64. The video projector can be a liquid crystal display (LCD) or digital light processor (DLP) type, or a liquid crystal on silicon (LCoS) display type, with a resolution of at least 640×480 pixels, for example. An IR cut filter 86 b can be mounted in front of the projector lens of video projector 70 to prevent IR light emitted by the video projector from entering the interior of the interactive display table housing where the IR light might interfere with the IR light reflected from object(s) on or above interactive display surface 64. Video projector 70 projects light along dotted path 82 a toward a first mirror assembly 72 a. First mirror assembly 72 a reflects projected light from dotted path 82 a received from video projector 70 along dotted path 82 b through a transparent opening 90 a in frame 62, so that the reflected projected light is incident on a second mirror assembly 72 b. Second mirror assembly 72 b reflects light from dotted path 82 b along dotted path 82 c onto translucent layer 64 a, which is at the focal point of the projector lens, so that the projected image is visible and in focus on interactive display surface 64 for viewing.

Alignment devices 74 a and 74 b are provided and include threaded rods and rotatable adjustment nuts 74 c for adjusting the angles of the first and second mirror assemblies to ensure that the image projected onto the display surface is aligned with the display surface. In addition to directing the projected image in a desired direction, the use of these two mirror assemblies provides a longer path between projector 70 and translucent layer 64 a to enable a longer focal length (and lower cost) projector lens to be used with the projector. In some alternate implementations, an LCD panel or an organic light emitting display (OLED) panel can be employed instead of a video projector for displaying text and images comprising a graphical user interface. Similarly, other techniques can be employed for sensing objects in contact with or proximate to the interactive display surface.

The foregoing and following discussions describe an interactive display device in the form of interactive display table 60 and 60′. Nevertheless, it is understood that the interactive display surface need not be in the form of a generally horizontal table top. The principles described in this description suitably also include and apply to display surfaces of different shapes and curvatures and that are mounted in orientations other than horizontal. Thus, although the following description refers to placing physical objects “on” the interactive display surface, physical objects may be placed adjacent to the interactive display surface by placing the physical objects in contact with the display surface, or otherwise adjacent to the display surface.

Exemplary Methods for Implementing an Orientable GUI

Each of FIGS. 4 and 5, as described in detail below, are flow diagrams illustrating the steps of exemplary methods 400 and 500, respectively, for configuring a user interface with dynamically orientable user input controls. Methods 400 and 500 can be implemented in some embodiments with components, and techniques, as discussed above with reference to FIGS. 1-3. In some implementations, one or more steps of methods 400 and 500 are embodied on a computer-readable medium containing computer-readable code so that a series of steps are implemented when the computer-readable code is executed on a computing device, such as the processor included within PC 20. In the following description, various steps of methods 400 and 500 are described with respect to a processor of a computing device that is associated with an interactive display system that can perform certain method steps. However, the interactive display system can also be in communication (as appropriate) with another computing device that can also perform certain method steps. In some implementations, certain steps of methods 400 and 500 can be combined, performed simultaneously, or in a different order, without deviating from the objective of the methods or without producing different results.

Method 400 begins at a step 410, when a portion of a graphical user interface (GUI) is selected. The portion can be selected at any time after a computer processor is enabled to implement computer executable instructions, such as may be contained in an executable software module that is employed to carry out various functions. In one exemplary implementation, the portion of the main graphical interface can be selected at the invocation of an application that requires a dynamically orientable user interface for optimal functionality (e.g., to more effectively enable interaction by users disposed at different sides of the interactive display table). In one implementation, the selected portion of the main GUI defines a display field or region in which a second portion of the GUI can reside. In some implementations, the selected portion circumscribes a main part of the GUI, in whole or in part. In other implementations, the selected portion can be contiguous around a perimeter of the main part of the GUI. However, the selected portion of the GUI can be any desired subset of the GUI such that the orientable GUI can be implemented within the selected portion. As such, it is not required that the selected portion be along a perimeter of the main part of the GUI, but instead, can be disposed closer to a center of the main part of the GUI, and can be of any suitable shape that enables an orientable GUI.

In a step 420, an orientable GUI is generated within the selected portion of the main part of the GUI. In some implementations, the orientable GUI is independent of the main part of the GUI and is dynamically orientable (e.g., rotated) about a perimeter of the main GUI. In other implementations, a dynamically orientable GUI provides one or more user input controls that can be enabled to rotate freely within the selected portion in which the orientable GUI is generated. In still other implementations, a user control can be rotatable along an axis of the selected portion. In some applications, the orientation of the user input control can be based on a user input to the orientable GUI. As used herein, the term “orientable GUI” is a displayed image that can be oriented (e.g., rotated or otherwise moved to change its orientation) relative to a fixed main part of the GUI. The orientable GUI can thus be dynamically oriented to enable different specific users to more readily visually perceive and interact with at least a portion of the orientable GUI or to appropriately display at least a portion of the orientable GUI for ease of readability and ease of interaction relative to different user positions around the interactive display table. Specific examples of an orientable GUI are illustrated in FIGS. 6A-B and 7A-B, which are discussed below.

One implementation of method 400 includes additional steps, such as identifying when a user input is received from the dynamically orientable GUI. In this implementation, a present position of the user input control is a first identified. The present position is determined relative to a predetermined position within the selected portion of the display, such as an origin point, which can be assigned when the orientable GUI is instantiated. In one example, the user input control can be, for example, a button that may be activated by a user with a finger or an object that is positioned proximate to the button location on the interactive display surface. Another step of the present implementation can include determining if the user input indicates an invocation to reorient or rotate the user input control relative to a present position of the control determined in the prior step. Based on this user input, the orientable GUI can then be dynamically rendered in order to implement a rotation or reorientation of the user control within the selected portion of the interactive display in which the orientable GUI resides.

In another implementation, the step of identifying when the user input is received by the orientable GUI further includes a step of detecting an object that has been disposed proximate to a selected portion of an interactive display within which the orientable GUI is displayed.

Another implementation can include steps such as determining input parameters corresponding to the physics of motion of a user finger or user controlled object. In this implementation, the parameters can include a speed and a direction of a user input. The determination can be based on the user input directed to the orientable GUI, such as input provided by a user's finger, hand, or object held by the user. In a next step, the input parameters that were determined can be applied to dynamically control the speed and the direction of the change in orientation of the user controls as the orientable GUI is again rendered. In general, the parameters relating to the physics of motion are first calculated based on the user input, and then used during the rendering phase to control the display of user controls within the orientable GUI. In other implementations, however, the entire orientable GUI field may be reoriented in accord with the physics of motion, based on the parameters that were determined, during a rendering of the GUI to the display.

Yet another implementation can include a step of determining a braking parameter. In some implementations the braking parameter can be proportional to the speed that was determined. Generally, the braking parameter defines a rate of speed decay of a reorientation (e.g., rotation) of the user control when the orientable GUI is being dynamically rendered. In some implementations, the braking parameter can be based on user input received to a user interface. In one example, the braking parameter can be based on detecting a user's hand or finger proximate to a region of an interactive display upon which the orientable GUI is displayed.

Still another implementation can include a step of determining when the user input indicates an invocation of the user control, and in response, implementing a predetermined function associated with the user control. The predetermined function can include, for example, invoking an application, providing user input functionality to an application, and terminating an application.

Turning now to FIG. 5, a method 500 for configuring a user interface of an interactive display with a dynamically orientable GUI in response to a user input is illustrated. Method 500 is particularly suitable for implementation by a computing device and in at least one implementation, is embodied as computer readable instructions stored on a computer-readable medium. Method 500 begins in a step 510 when an orientable GUI is selectively invoked. In some implementations, the orientable GUI is independently controllable and dynamically orientable based on parameters such as a user input. Generally, the interactive display includes a primary display field in which images and user interface elements can be displayed and for interaction by a user. In some implementations, the orientable GUI can be rendered in a secondary display field proximate a periphery of the primary display field. The orientable GUI can be selectively invoked at any time that an interactive display application is active.

In a step 520, the orientable GUI is generated in response to the invocation. In some implementations, the orientable GUI provides a plurality of user input fields, such as user input controls that may be activated by a user's finger, hand, or user-controlled object being brought into contact with or proximate to the controls. In other implementations, the orientable GUI can be configured to enable dynamic displacement of the orientable GUI along a path within the secondary field in response to a user input to the orientable GUI. Reference may be made in particular to FIGS. 6A-B, as discussed below, for an illustration of this functionality. In still another implementation, the change in orientation can be in response to an application selectively reorienting the orientable GUI to enable a specific user to more readily access and interact with a control or other portion of the orientable GUI.

A step 530 includes identifying when a user input is received from the orientable GUI, and in response, analyzing the user input. The identification of a user input can occur at any time after the orientable GUI is generated. In one implementation, the user input is received from the orientable GUI. In another implementation, the user input is analyzed for input parameters such as the speed and/or direction (or other parameters relating to the physics of motion) of the object providing the input.

In a step 540, the orientable GUI is dynamically rendered based on one or more predetermined parameters. In one implementation, when a user input is received, the user input that is analyzed can also be used to dynamically control the orientation of the orientable GUI. In one implementation, the orientable GUI will be continuously dynamically rendered at a rate sufficient to display moving images on an interactive display surface without lag or other visual glitches. In operation, the orientable GUI can be dynamically rendered to an interactive display many times per second, enabling the appearance of fluid motion of the orientable GUI and the user input controls as their orientation changes.

Another implementation includes a step of identifying a present disposition of the orientable GUI relative to a predetermined position on the interactive display. In this implementation, the predetermined position can be an anchor position, a presently identified position or an initial position that is assigned when the orientable GUI is invoked, generated or was last or first rendered. This implementation can include additional steps, such as determining if the user input indicates a user invocation to displace the orientable GUI relative to its present disposition, as identified in the previous step. Next, a positional displacement (i.e., reorientation) of the orientable GUI relative to the present disposition can be determined, based on the user input. A final step of this implementation can include applying the determined positional displacement in order to dynamically render the orientable GUI in a new orientation.

Another implementation can include a step of determining input parameters for the physics of motion, based on the user input received in the orientable GUI, such as input by a user's finger, hand, or user-controlled object. Again, in this implementation, the determined input parameters can be applied to dynamically control the speed of the positional displacement and the displacement direction of the orientable GUI as the orientable GUI is rendered. It will be apparent to the skilled practitioner that other parameters can be determined based on the user input to the orientable GUI, which can then be used during the GUI rendering process. For example, another parameter that can be determined is a braking parameter. The braking parameter can define a rate of speed decay in regard to the positional displacement of the orientable GUI as the orientable GUI is rotating or otherwise moving while being dynamically rendered. Thus, the braking parameter causes the visually perceived rate of rotation of the orientable GUI to slow over time, as the orientable GUI eventfully comes to a complete “stop” in a desired new displaced position and at a new orientation. This braking parameter can be based on predetermined models based on the laws of physics or user input such as user's hand or finger when it is detected proximate to a region of an interactive display that is displaying the orientable GUI.

Still another implementation can include a step of detecting an object proximate to one or more of the user input fields within the orientable GUI when the orientable GUI is displayed on the interactive display surface. This implementation can include a further step of determining if the user input indicates an invocation of the user control, and if so, a predetermined function associated with the user control can be implemented. In one implementation the predetermined function can include a step of invoking a process that is independent of an orientable GUI control process, such as starting execution of a new application by the interactive control system. In another implementation, the predetermined function can include providing a user control to a currently running process that is independent of the orientable GUI control process.

An example of a process that is independent of the orientable GUI control process is a paint program in which a user can use a finger to “paint” on the interactive display surface. In yet another implementation, the predetermined function can include providing user control of the orientable GUI control process. In this implementation, providing user control to the orientable GUI control process itself can include enabling control of the appearance, rotation rate or direction, or other parameter of the orientable GUI based on direct user input to the orientable GUI. In still another implementation, the predetermined function can include terminating a process.

Exemplary Orientable GUI Displayed on Interactive Display Surface

FIGS. 6A and 6B illustrate one implementation of the systems and techniques described with reference to FIGS. 1-5. Both FIGS. 6A and 6B show a top view of an interactive display surface 64, which includes a dynamically orientable (e.g., rotatable) GUI 610 that is being controlled to orient the GUI appropriate for view and interaction by a user 640. As illustrated in FIG. 6A, interactive display surface 64 has a perimeter 601 comprising a side 602, a side 603, a side 604, and a side 605. An apron 601, which generally surrounds the interactive display surface, is useful for supporting the hands and limbs of users as well as objects that may be used for interacting with applications such as games that are executed by the interactive display system. It should be understood that while interactive display surface 64 is illustrated as being four-sided, an interactive display surface may actually have more or fewer than four sides, or be round or oval. In this example, GUI 610 is illustrated as a rectangular band that extends around the perimeter of an “active” display area of interactive display surface 64. This “active” display area is a field of interactive display surface 64 that contains both orientable GUI 610 and a main part of user interface display 620, which can be used to display other images. It should be noted that GUI 610 can have any suitable shape, and is not limited to a band around the periphery of the main part of the interactive display surface. An illustrative image 690 is depicted by the word “IMAGE” appearing near the center of the main part of user interface display 620. It should be noted that illustrative image 690 can be, for example: another user interface, or displayed as part of an application running independently from GUI 610, or a picture, or a graph, or almost any other type of image that may be displayed on interactive display surface 64.

In this example, GUI 610 is generally configured to be oriented by “rotating” around the perimeter of main user interface display 620, such that user controls within the field of GUI 610 move in a clockwise or counterclockwise direction along a line 650 running around the center of the band comprising GUI 610. Three user controls 621, 622, and 623, labeled “A,” “B,” and “C,” respectively, are illustrated within GUI 610, as being currently positioned in a row along side 604. A second set of user controls 624, 625, and 626 labeled “1,” “2,” and “3,” respectively, is illustrated within GUI 610, as being currently positioned in a row along side 603. Furthermore, a user control 630 (e.g., a button) is illustrated being invoked (or actuated) by user 640. Furthermore, the user's hand is also moving counterclockwise, causing GUI 610 to be rotated in a counterclockwise direction concurrently with the user invocation of control 630.

In operation, when the user's finger is placed on the user control in the position as it appears on the interactive display surface (i.e., as illustrated in FIG. 6A), the user control or button is invoked. Furthermore, the user's finger can then “drag” the invoked user control, along with the rest of the controls within GUI 610, along line 650. When the user's finger is removed from interactive display surface 64, the user control that was dragged by the user's finger will settle into a new location around the perimeter of the main part of user interface display 620. The rotation of the user input buttons along line 650 can stop when the user's finger is removed, or can continue after the user's finger is removed. A continued rotation of GUI 610 can be based on the laws of physics, using parameters such as the measured speed and direction of the user's finger as the finger moves over the interactive display surface, as determined by the computing device disposed within or coupled to the interactive display table. In this manner, it is possible for a user to “flick” a user input control with a sweeping motion that has a particular velocity (speed and direction), and thereby both invoke the control and also initiate a reorientation (or rotation) of GUI 610.

FIG. 6B illustrates a further aspect of the example discussed above in connection with FIG. 6A, but GUI 610 is depicted in a displaced position or new orientation, in reference to the position illustrated in FIG. 6A. The position or orientation of GUI 610 can be considered to be a present or an initial position relative to the new position of the GUI after the user has caused the GUI to be reoriented. The displacement illustrated in FIG. 6B is based on the user input provided by sensing the movement of the user's finger, in order to illustrate the rotational functionality of GUI 610. As can be seen in FIG. 6B, user input controls 621, 622, and 623 (i.e., buttons) have been caused to rotate counterclockwise by about 90° and are now positioned along side 603. Similarly, user input controls 624, 625, and 626 (i.e., buttons) have been caused to rotate around the perimeter counterclockwise by about 90° and are now positioned along side 602 of interactive display surface 64.

The illustrated exemplary embodiment can be useful when interactive display surface 64 has four sides, and when multiple users desire to interact with the interactive display surface from their respective locations at different sides around the interactive display table. In one example, a game can be played by four users who access a game board displayed within main user interface 620, while different controls for the game are displayed along the four sides of interactive display 64 within GUI 610. The game application can then dynamically orient the user controls as required to enable any of the users to more conveniently access a specific set of the controls by reorienting the GUI so that a controls that will be activated by a user is positioned in front of that user. In this example, it may be useful to provide rotational functionality to user input controls within GUI 610 such that a player may “pass” the controls to an adjacent player playing from a different side of interactive display 64, or so that a player who wants to activate a desired control that is currently disposed at a different side of the interactive display table from that at which the player is disposed, can cause the desired control to be rotated around the periphery of the interactive display surface until the desired control is disposed in front of the player.

FIGS. 7A and 7B illustrate another exemplary implementation of the system and approaches described with reference to FIGS. 1-5. FIGS. 7A and 7B, again illustrate a schematic top view of interactive display surface 64, displaying an orientable user interface being manipulated by a user. As illustrated in FIG. 7A, the interactive display surface 64 again has an apron 701 and includes a side 702, a side 703, a side 704, and a side 705. An orientable GUI 710 is again illustrated as shaped like a band that extends around the perimeter of a primary display area 720. An illustrative image 790 is again depicted by the word “IMAGE” disposed near the center of the main part of user interface display 720.

Orientable GUI 710 is generally configured to be rotatable around the perimeter of the main user interface display 720, such that the field of orientable GUI 710 moves in either a clockwise or a counterclockwise direction. The reorientation of GUI 710 in this manner is analogous to the function of a “lazy Susan” tray, since rotation of a lazy Susan causes objects placed upon the tray to rotate about the midpoint of the lazy Susan for easy access by users disposed around the lazy Susan tray. According to this analogy, user input controls or buttons are analogous to objects placed upon the lazy Susan tray, and orientable GUI 710 is analogous to the tray frame, since the orientable GUI supports the user input controls and thereby enables a dynamically reorientation of the GUI as it rotates around the main part of user interface display 720. It should again be noted that a dynamically orientable GUI need not be located around a perimeter of a primary display area, but can be disposed almost anywhere on the interactive display surface. Thus, a dynamically orientable GUI can be also employed, for example, in an application in which it can simulate a rotating wheel for a word game. In such an application, the dynamically orientable GUI can be located where desired on the interactive display surface.

Three user controls 721, 722, and 723 labeled “A,” “B,” and “C,” respectively, are illustrated within GUI 710 and are currently disposed in a continuous row along side 703. A second set of user controls 624, 625, and 626 labeled “1,” “2,” and “3,” respectively, is illustrated within GUI 710 disposed in a continuous row along side 705. A user's finger 740 is illustrated as touching a point within GUI 710 along side 704. The present implementation is distinguished from that shown in FIGS. 6A and 6B by the fact that the user's finger is illustrated a point within GUI 710, but not touching or activating a user input control, such as user control 721. In FIG. 7A, the user's finger is shown causing orientable GUI 710 to be rotated in a counterclockwise direction. As illustrated, the user's finger is placed on GUI 710 and then “drag” GUI 720 and all of the user input controls contained within it around the circumference of primary display area 720. When the user's finger is removed from interactive display surface 64, the position of GUI 710 will settle at a new location around the perimeter of main user interface display 720. The rotation of GUI 710 can stop immediately upon removal of the user's finger, or alternatively, can continue rotating after the user's finger is removed based on the laws of physics, by applying parameters such as speed and direction, as described above. Similarly, a user can stop rotation of GUI 710 when it is in motion simply by placing a finger upon a part of the still rotating orientable GUI.

In this manner, it is also possible for a user to “flick” a part of orientable GUI 710 with a sweeping motion to initiate a rotation of orientable GUI 710, and slowing the rotation over time, with a decay rate that is based on the speed of the user input, or on a predetermined decay rate. FIG. 7B duplicates FIG. 7A, with the exception that orientable GUI 710 is depicted in a displaced position relative to that shown in FIG. 7A. The displacement can be caused by the user input provided from the user's finger (as illustrated in FIG. 7A). As can be seen in FIG. 7B, user input controls 721, 722, and 723 have been caused to move counterclockwise around the periphery of the interactive display surface by about 180° and are now positioned along side 705. Similarly, user input controls 724, 725, and 726 have been caused to move counterclockwise around the periphery of interactive display surface 64 by about 180° and are now positioned along side 703 of the interactive display surface.

It should be noted however, that the displacement illustrated in FIG. 7B can be continuously variable and need not be restricted to multiples of 90°, and need not correspond to the sides of interactive display 64. This capability to arbitrarily position the orientable GUI may be desirable if the user input controls are not specific to a user located on a particular side of interactive display surface 64, or if interactive display surface 64 were round. In one example, a “paint” application can have several users around the perimeter of interactive display 64, and the user must be able to readily access user input controls for selecting various “colors,” sounds, and other effects. In this example, the user may wish to cause the controls to rotate around the interactive display surface in order to access a specific desired application functionality (e.g., to select a different color range, and the like) without concern for a user's position relative to a “side” of the interactive display surface. In this manner, the readily orientable GUI facilitates the user's access of the desired functionality.

Although various implementations have been described in connection with the preferred form of practicing what is considered novel and modifications thereto, those of ordinary skill in the art will understand that many other modifications can be made to these implementations within the scope of the claims that follow. Accordingly, it is not intended that the scope of what is perceived by the applicants as novel in any way be limited by the above description, but instead be determined entirely by reference to the claims that follow. 

1. A computer implemented method for displaying an interactive user interface on a substantially rectilinear display surface that is bounded by four substantially linear sides, comprising: providing a first graphical user interface (GUI) on a display surface of a computing device, the display surface having a perimeter defined by four sides; providing a second GUI on the display surface which is dynamically orientable independent of the first GUI, the second GUI being displayed in an initial position and an initial orientation on the display surface which facilitates viewing of the second GUI from a first side of the display surface; detecting user input comprising a touch input on the display surface for causing a displacement of the second GUI, independent of the first GUI; and displacing the second GUI on the display surface, without displacing the first GUI, such that the displacement of the second GUI is independent of the first GUI, and by causing the second GUI to be both (a) reoriented to a new orientation on the display surface and (b) displayed in a displaced position on the display surface, for facilitating viewing of the second GUI from a second side of the display surface.
 2. The method of claim 1, wherein the first side and the second side of the display surface are adjacent sides and are offset by 90°.
 3. The method of claim 1, wherein the first side and the second side of the display surface are opposite sides that are offset by 180°.
 4. The method of claim 1, wherein the displacement is continuously and dynamically rendered without lag and so as to appear as a fluid motion as the second GUI is moved from the initial position to the displaced position.
 5. The method of recited in claim 1, wherein the user input comprises a user providing touch input to the display surface.
 6. The method of claim 5, wherein the user input further comprises the user providing touch input on a control that is displayed within the second GUI.
 7. The method as recited in claim 1, wherein the second GUI is displayed within a selected portion of the display screen along a perimeter of the display screen and which bounds the first GUI.
 8. A computer implemented method for displaying an interactive user interface on a substantially rectilinear display surface that is bounded by four substantially linear sides, comprising: providing a primary display field on a display surface of a computing device, the display surface having a perimeter defined by four sides; providing a secondary display field on the display surface that at least partially extends around the primary display field between the primary display field and the perimeter of the display surface; displaying a first graphical user interface (GUI) within the primary display field; displaying a second GUI within the secondary display field, the second GUI being dynamically orientable, independent of the first GUI, the second GUI being displayed in an initial position and with an orientation that faces a first side of the display surface and which facilitates viewing of the second GUI from the first side of the display surface; detecting user input for causing a displacement of the second GUI, independent of the first GUI; and displacing the second GUI on the display surface, without displacing the first GUI, by causing the second GUI to be reoriented and repositioned within the secondary display field, relative to the primary display field, so as to be displayed in a new position that is different than the initial position and with an orientation that faces a different side of the display surface and without reorienting the first GUI.
 9. The method of claim 8, wherein the new position is offset from the initial position by an increment of 90°.
 10. The method of claim 8, wherein the secondary display field extends contiguously and entirely around the primary display field.
 11. The method of claim 8, wherein displacing the second GUI on the display surface includes moving a display element of the second GUI along a path extending within the second GUI.
 12. The method of claim 11, wherein the displacement is continuously and dynamically rendered without lag and so that the display element appears to move in a fluid motion along the path.
 13. The method of claim 12, wherein the display element comprises a control that is selectable by user touch input received at the display screen.
 14. The method of claim 8, wherein the displacement occurs simultaneously in response to the user input and wherein the displacement stops in response to detecting a termination of user input.
 15. The method of claim 8, wherein the displacement includes a movement of the second GUI that is visibly perceptible on the display screen and that causes the second GUI to continuously move about a perimeter of the display screen within the secondary display field until a touch input is received to stop the displacement of the second GUI at the new position.
 16. The method of claim 8, wherein the new position is determined in part by laws of physics and corresponding user input that defines movement.
 17. The method of claim 8, wherein the method further includes calculating a braking parameter that is proportional to a determined speed associated with the user input, the braking parameter defining a rate of decay in a calculated speed of rotation of the second GUI about to the first GUI, within the secondary display field, and applying the braking parameter to the calculated speed of rotation such that the rotation is stopped at the new position by the braking parameter according to the rate of decay.
 18. A computer implemented method for displaying an interactive user interface on a substantially rectilinear display surface that is bounded by four substantially linear sides, comprising: providing a primary display field on a display surface of a computing device, the display surface having a perimeter defined by four sides; providing a secondary display field on the display surface that at least partially extends around the primary display field between the primary display field and the perimeter of the display surface; displaying a first graphical user interface (GUI) within the primary display field; displaying a second GUI within the secondary display field, the second GUI being dynamically orientable, independent of the first GUI, the second GUI being displayed in an initial position and with an orientation that faces a first side of the display surface and which facilitates viewing of the second GUI from the first side of the display surface; detecting input for causing a displacement of the second GUI, independent of the first GUI; and displacing the second GUI on the display surface, without displacing the first GUI, by causing the second GUI to be reoriented in an increment of substantially 90° to a new position within the secondary display field, relative to the primary display field, so as to be displayed in a new position that is different than the initial position and with an orientation that faces a different side of the display surface and without reorienting the first GUI.
 19. The method of claim 18, wherein the input comprises input received from an application to selectively initiate the displacement of the second GUI.
 20. The method of claim 18, wherein the displacement is continuously and dynamically rendered so that at least one display element of the second GUI appears to move in a fluid motion along a path within the secondary display field during the displacement.
 21. A computer implemented method for displaying an interactive user interface on a substantially rectilinear display surface that is bounded by four substantially linear sides, comprising: providing a primary display field on a display surface of a computing device, the display surface having a perimeter defined by four sides; providing a secondary display field on the display surface that at least partially extends around the primary display field between the primary display field and the perimeter of the display surface; displaying a first graphical user interface (GUI) within the primary display field; displaying a second GUI within the secondary display field, the second GUI being dynamically orientable, independent of the first GUI, the second GUI being displayed in an initial position and with an orientation that faces a first side of the display surface and which facilitates viewing of the second GUI from the first side of the display surface; detecting input for causing a 90° displacement and reorientation of the second GUI, independent of the first GUI; and displacing the second GUI on the display surface, without displacing the first GUI, by causing the second GUI to be reoriented substantially 90° to a new position within the secondary display field, relative to the primary display field, so as to be displayed in a new position that is different than the initial position and with an orientation that faces an adjacent side of the display surface and without reorienting the first GUI; receiving touch input subsequent to the displacing which is operative to initiate a selection of an element displayed within the second GUI; and initiating an action responsive to the selection of the element. 